When i try to create a timer using a counter, whatever button i type in, it will generate an extra frame.If i try to move the mouse, it increments too.I find it using a variable and incrementing it.The code for the timer is this one:

“Throughout history, poverty is the normal condition of man. Advances which permit this norm to be exceeded — here and there, now and then — are the work of an extremely small minority, frequently despised, often condemned, and almost always opposed by all right-thinking people. Whenever this tiny minority is kept from creating, or (as sometimes happens) is driven out of a society, the people then slip back into abject poverty. This is known as "bad luck.”

That code increments counter at each event. Mouse movements generate lots of events, so it is to be expected that counter increases faster.

" There are plenty of wonderful ideas in The Bible, but God isn't one of them." - Derezo"If your body was a business, thought would be like micro-management and emotions would be like macro-management. If you primarily live your life with emotions, then you are prone to error on the details. If you over-think things all the time you tend to lose scope of priorities." - Mark Oates

Since i added FPS, what is the lowest and highest FPS the eye can see?I believe that 80 is perfect, because when i played sometimes in 60 it wasnt that nicely smooth.

Also, i learned that only with 4 lines of code the game becomes smoother

bool redraw = false;redraw = true;if(redraw){redraw = false;}

And normally you need to put them in logic order because like this is a waste.

With the count variable, since it is put count++, i would be greatly amazed of not doing anything like you said, as it increments.But normally, if you mean for the coordinates, i know it is a waste, but i had no time to delete the timer

Alex-G: if the eye wasn't able to accept more than two frames per second, the brain wouldn't get more than two frames per second, thus the brain would not be able to process more than two frames per second, thus your statement is nonsensical.

taron: It would appear you're correct. I've got the chance to look it up, and (annoyingly) some sources say 10 FPS and others say hundreds. Some resources say it depends completely on the object being perceived, its motion and brightness. I.e. slow-moving fog doesn't need as many FPS as a fast-moving bullet.

Though, I found information that states Halo 3 is locked at 30 FPS. AFAIK that game looks relatively smooth.

If you see a frame(a photo) for each second, than the brain can perceive it.(I mean you can calculate the box path if you know two movements of the box, but that said it is totally absolute, not relative)It is just like in math, where if you find 2 points, you get the whole plane.(You mean if you stand still the brain wont perceive you!)

I tried this program and compared 30 with 80 and it was a nice difference, but i guess that 30 is quite normal

The limiting factor isn't what the eye can see (24 FPS is indeed utter bollocks) but what the user's monitor can and will render. There's no use rendering at a higher frequency than the user's refresh rate.

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The limiting factor isn't what the eye can see (24 FPS is indeed utter bollocks) but what the user's monitor can and will render. There's no use rendering at a higher frequency than the user's refresh rate.

I wanted to ask if anyone of you on this forum, has thought of creating a game together in a post, even thought it could sound silly...So each member can add what he thinks is better like in github

I think there has been several attempts to do such project here in Allegro. I found this one after searching for "project Monday". And I'm pretty sure I came across a project where everyone takes turn contributing exactly one line of code (or several), though I couldn't find it. I wonder what happened to that project..